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@@ -109,19 +109,18 @@ You can specify a number of CPU threads to use to speed up the build::
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C:\godot> scons -j6 platform=windows
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-In general, it is OK to have at least as many threads compiling Godot as
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-you have cores in your CPU, if not one or two more. Feel free to add the
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--j option to any SCons command you see below.
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+In general, it is OK to have at least as many threads compiling Godot as you
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+have cores in your CPU, if not one or two more. Feel free to add the ``-j``
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+option to any SCons command you see below.
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.. note:: When compiling with multiple CPU threads, SCons may warn about
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pywin32 being missing. You can safely ignore this warning.
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If all goes well, the resulting binary executable will be placed in
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``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
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-``godot.windows.tools.64.exe``.
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-
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-.. note:: By default, SCons will build a binary matching your CPU architecture,
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- but this can be overridden using ``bits=64`` or ``bits=32``.
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+``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
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+your CPU architecture, but this can be overridden using ``bits=64`` or
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+``bits=32``.
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This executable file contains the whole engine and runs without any
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dependencies. Running it will bring up the Project Manager.
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@@ -135,6 +134,11 @@ dependencies. Running it will bring up the Project Manager.
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As link-time optimization is a memory-intensive process,
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this will require about 3 GB of available RAM while compiling.
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+.. note:: If you want to use separate editor settings for your own Godot builds
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+ and official releases, you can enable
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+ :ref:`doc_data_paths_self_contained_mode` by creating a file called
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+ ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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+
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Development in Visual Studio or other IDEs
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